table of contents - Panzer General

table of contents - Panzer General
INTRODUCTION . . . . . . . . . . . . . . . . . . i
Getting Started . . . . . . . . . . . . . . . . . . 1
Embarking and Disembarking
Air and Naval Units . . . . . . . . . . . . . 24
What Comes with This Game? . . . . . . 1
Combat Rules . . . . . . . . . . . . . . . . . . 26
Copy Protection . . . . . . . . . . . . . . . . . 1
Spotting Units . . . . . . . . . . . . . . . 26
Using the Mouse . . . . . . . . . . . . . . . . 1
Zone of Control . . . . . . . . . . . . . . 26
Attacking . . . . . . . . . . . . . . . . . . . 27
AND BUTTONS . . . . . . . . . . . . . . . . . . . 2
The Campaign Selection Window . . . 2
Preferences . . . . . . . . . . . . . . . . . . . . 3
Before the Game Begins . . . . . . . . . . 5
The Main Game Window . . . . . . . . . . 6
The Information Bar . . . . . . . . . . . 6
The Battlefield . . . . . . . . . . . . . . . . 7
Game Buttons . . . . . . . . . . . . . . . . 7
Unit Buttons . . . . . . . . . . . . . . . . 11
The Menu Bar . . . . . . . . . . . . . . . 15
This product has been rated by the Entertainment Software Rating Board. For information
about the ESRB rating, or to comment about the appropriateness of the rating, please
contact the ESRB at 1-800-771-3772.
Initiative . . . . . . . . . . . . . . . . . . . 27
Using Artillery and
Ranged Attacks . . . . . . . . . . . . . . 27
Supporting Fire . . . . . . . . . . . . . . 28
Rugged Defense . . . . . . . . . . . . . . 28
Suppression . . . . . . . . . . . . . . . . . 28
Refueling Air Units . . . . . . . . . . . 29
Supply Rules . . . . . . . . . . . . . . . . . . 30
Automatic Resupply . . . . . . . . . . . 30
Weather Effects on Supply . . . . . 31
Victory Conditions . . . . . . . . . . . . 31
GAME PLAY BASIC RULES . . . . . . . . 18
The Campaign Games . . . . . . . . . . . 18
True Neutrals . . . . . . . . . . . . . . . 31
Scenario Selection Window . . . . . . . 20
Upgrading Units . . . . . . . . . . . . . . . 32
Beginning a Battle . . . . . . . . . . . . . . 21
Buying Units . . . . . . . . . . . . . . . . . . 33
Game Turns . . . . . . . . . . . . . . . . . . . 21
Overstrength Units . . . . . . . . . . . . . . 34
Weather . . . . . . . . . . . . . . . . . . . . . . 21
New Equipment Available . . . . . . . . 34
Deploying Troops . . . . . . . . . . . . . . 22
Prestige Points . . . . . . . . . . . . . . . 31
HOW TO PLAY BY E-MAIL . . . . . . . . . 35
Moving Units . . . . . . . . . . . . . . . . . . 22
Movement Cost . . . . . . . . . . . . . . 23
Abort Move . . . . . . . . . . . . . . . . . 23
Which Units Have Moved? . . . . . . 23
STRATEGY NOTES . . . . . . . . . . . . . . . 49
Mounting and Dismounting Units . . 24
Getting Started
If you want to get a quick start, refer to the “Basics” section of the manual
which begins on page 2. It provides a step-by-step plan to familiarize you with
the menus and aspects of ALLIED GENERAL.
What Comes with This Game?
Your game box should contain this rule book, a data card, and an ALLIED
GENERAL CD. This rule book explains how to play and contains important information on menus, scenarios, and unit classes and equipment. To play, follow
the installation instructions on the data card.
Copy Protection
There is no physical copy protection on your ALLIED GENERAL CD, but in order to
play the game the CD must be in the CD-ROM drive.
Using the Mouse
In ALLIED GENERAL whenever the mouse passes over a button or hex, a description appears in an Information Bar on the screen. This makes identifying
buttons and units easy during gameplay.
Imagine that you are an Allied General.
You are the commander of the Allied troops in
Europe during World War II, and are the best
hope of defeating the Axis forces which have captured Europe and North Africa. Use your
strategic knowledge in performing daring invasions, paradrops, naval engagements, and fierce
aerial combat for control of the skies. Can you
lead and command your units through North
Africa, Western Europe, Russia, and ultimately to
victory? Glory awaits!
For Windows
In this book, the term “click” means moving the mouse pointer to the desired
area on the screen and pressing the left mouse button.
“Right-click” means moving the mouse pointer to the desired area and pressing
the right mouse button.
For Macintosh
In this book, the term “click” means moving the mouse pointer to the desired
area on the screen and pressing the mouse button.
“Option-click” means moving the mouse pointer to the desired area, holding
down the Option key, and pressing the mouse button.
This section provides step-by-step suggestions to familiarize you quickly and
easily with the basic menus, windows, and buttons in ALLIED GENERAL.
The Campaign Selection Window
Campaign Description
Allied Player
Less Experience
Less Prestige
Axis Player
More Experience
More Prestige
Player Control Icons
Open a Saved or E-Mail Game
View Scenarios
Area of Currently Selected Campaign
Start Currently Selected Campaign
There are three campaigns in ALLIED GENERAL: North Africa, Western Europe,
and Russia. Each campaign is made up of several scenarios based on historic
battles from World War II.
When the Campaign Selection window appears, the North Africa campaign is
already selected. To play the North Africa campaign, click on the Start button in
the lower right-hand corner of the screen. When you are more familiar with the
game, use the Open button to load saved games, and the Scenario button to
play individual battle scenarios.
The Preferences window permits you to set the levels of Axis and Allied
Experience and Prestige, player or computer control, and gameplay options.
ALLIED GENERAL can be played as a one- or two-player game; one side is the Axis,
and the other is the Allies.
Experience and Prestige Settings
You can adjust the Experience and Prestige of the Axis player and the Allied
player. The right part of the gauge represents more experience. This feature is
useful for balancing sides in two-player games.
Player Control
Movie windows
provide actual
WWII footage
and backgrounds.
Click on the following icons to select the Allied player and the Axis Player.
♦ Human
♦ E-Mail Opponent
♦ Easy Computer Opponent (Green)
♦ Hard Computer Opponent (Red)
For one-player games (like campaign games), click on the Green Computer
(CPU) button under the Axis column to set the AI (Artificial Intelligence) to easy
mode. When you feel that you can challenge the computer, choose the Red
Computer button for a higher level of difficulty. For e-mail games, select yourself
as the Human player, and the envelope icon for your e-mail opponent — after
choosing e-mail play these settings cannot be changed.
Toggles the automatic supply rules on and off. See the “Automatic Resupply”
section on page 30 for more information.
Before the Game Begins
Show Unit Strength
You may dismiss any of the opening screens by clicking on them.
Hides or shows the strength plaque of each unit.
♦ The Movie window displays background information on the conflict in North Africa.
♦ The Narrator window displays information about the task that lies ahead of you.
Toggles effects of realistic weather conditions during the game. Beginning players may want to leave this option off while they are learning the game.
Show Hidden Units
Changes the view on the map in the Main Game window to show or hide all of
the opponent’s units. Computer attacks are always shown.
Once you’ve set the Preferences to your taste, click on the OK button.
Note: The Preferences can be changed at any time during the game, except for
e-mail games, which have the Preferences locked once the game has started.
The Preferences can still be viewed during an e-mail game, but not changed.
♦ A geographic map indicates the location of the scenario and the nations involved.
♦ A painting bearing the title of the scenario appears.
♦ The Weather Painting displays the turn number, the number of turns remaining, the date, the current weather, and the condition of the ground.
♦ Click on the Weather Painting to start the Sidi Barrani scenario. The Main
Game window, containing the Battlefield, appears.
The Main Game Window
The Battlefield
Information Bar
Game Buttons
The Battlefield displays the area where all movement and combat take place. In
two-player games, one player controls all of the Axis forces, and the other controls all of the Allied forces. The campaign games are for a single player who
controls the Allied forces.
The map scale varies from region to region, as does the size of the units represented. There can be only one unit per hex, except that an air unit can occupy
the same hex as a ground or naval unit.
Unit Buttons
The following features appear on the map:
♦ 12 different types of terrain.
♦ Nationality flags indicating city, port, and airfield ownership.
Scroll Bars
♦ Victory Objective hexes denoted by a nationality flag with a gold border.
♦ Mud and snow conditions, represented by a change in the color of map hexes.
Currently Selected Unit
Light Hexes the Currently Selected Unit Can Move to
♦ Neutral hexes, bordered in blue (e.g. Sweden or Switzerland). No units may
enter these hexes.
To view different parts of the Battlefield, click on the scroll bars at the bottom and
right sides of the Battlefield, or click on the Recon button.
The Main Game window is where the action of A LLIED GENERAL takes place.
There are four main parts to this screen: the Information Bar at the top of the
screen, the Battlefield in the center, the Game Buttons on the right side, and
the Unit Buttons on the left side. In addition, there is a Macintosh or Windows
Menu Bar at the top of the screen which provides easy access to game menus
and windows.
The Information Bar
At the top of the Main Game window the Information Bar displays the current
weather, unit information, and hex descriptions. Notice that when your mouse
pointer is over a button on the sides of Main Game window, that button’s function
is displayed. Consult these definitions until you are familiar with all of the buttons.
Game Buttons
The left-hand side of the Main Game window has buttons that affect units.
These buttons change based on the active unit and what options are available.
Options that are unavailable appear darkened.
Along the right side of the Main Game window are buttons that affect the game
globally, including: a Map of the Battlefield, the Purchase window for buying
new units, and the Forces Review for examining the status of all your units.
The Recon Window
Strategic Map
To open the Recon window, click on the Recon button. Click on
the direction in which you want to move the view of the
Battlefield, or use the arrow keys or number pad on the keyboard. Note: For easy moving, click on the star in the center of the Recon window
and hold down the mouse button. Now the direction arrows activate when you
move the mouse pointer over them. In this way you can continue scrolling in one
direction or scroll in other directions without having to press the arrow buttons
repeatedly. When you let go of the mouse button, the map stops scrolling.
The Recon window, like the Map and Unit Information windows, can be moved on the
Battlefield to allow better viewing and use. To move the window, click on the window’s
top bar and drag it where you want. To hide (or “shade”) the contents of the window,
click on the triangle in the upper-right corner, and click on it again to redisplay the
window. To remove the entire window, click on the close box in the upper-left corner.
Unit Information Window
Close Window
Shade Window
Close Window
Shade Window
View of Entire Battlefield
Victory Objective
Allied Units
Axis Units
The Strategic Map shows the entire Battlefield as well as surface or air units,
depending on which view mode you are in. The Map is a floating window and can
be moved like the Recon window. Axis units are indicated with black German
crosses; Allied forces with gold stars; Russian forces with hammers and sickles; and
your battle objectives in bright green. Hexes with large white dots are your objectives which have been taken and must be held throughout the battle.
To view a portion of the map up close, click in the Map window on the section
you wish to see. The Main Game window now contains the section you selected.
Forces Review
Brings up the Forces Review window that lists all of the units currently under
your command. Units that have already acted this turn have a red square around
them; those that are waiting for orders have a green square. You can view a
unit’s statistics by clicking on it or go directly to a unit by selecting it, then pressing the Go To Unit button at the bottom of the window; the Forces Review
window disappears, and the desired unit is selected in the Main Game window.
Displays Axis and Allied unit losses for campaigns and scenarios.
Use the Information window to view the complete statistics for the unit currently
under the mouse pointer. You can compare the combat capabilities of units in
the Battlefield by moving the mouse over different units. For definitions of unit
statistics see page 37.
Infantry units
are a vital
complement of
Deployment Window
Brings up a floating window containing the core units to be deployed on the
Battlefield. The Deployment window automatically comes up before the first
turn of a scenario during campaign play. To place a unit on the Battlefield click
on it, then click on a highlighted Battlefield hex. Note that one air unit and one
land unit can occupy the same hex.
Purchase Unit
Add new units to the core army if more core units are available, or to auxiliary
forces if only auxiliary units are available. You purchase units with Prestige
Points and place them in or adjacent to friendly cities (if land units) and friendly
airfields (if air units). You cannot purchase ships. See the “Buying Units” section
of this manual on page 33 for more information.
E-Mail Comment
Brings up a dialog box during e-mail games for inserting comments to your
opponent. When your opponent plays back the turn, the comments appear at
the point in the turn that you inserted the comment. For more information on
playing by e-mail, refer to the “How to Play E-Mail” section on page 35.
Unit Buttons
The Unit Buttons are along the left side of the Main Game window. Most of these
buttons provide options which are applicable to the unit you currently have on the
Battlefield. Be aware, however, that some commands require the unit’s turn to execute, so once the action is completed, the unit cannot do anything else that turn.
Step Forward
Steps forward through one unit’s actions during playback of an e-mail turn that
you receive from an opponent.
Playback Turn
Abort Move
This button is available when you have selected a destination hex for the unit’s
move. When a unit has moved (but before it has attacked), it can return to its
point of departure without any adverse affects (like fuel consumption). If the unit
moves next to any previously-hidden enemy units, it cannot undo its move.
Plays back an opponent’s e-mail turn until the end.
Rewind Turn
Rewinds to the beginning of an e-mail turn received from an opponent. You can
review an opponent’s e-mail move several times this way.
End Turn
Ends your turn and proceeds to the opponent’s turn.
Units can move more quickly when using organic transport, but are more vulnerable to attacks. After you Mount/Dismount and move your unit, you must
then choose whether or not you want to abort the move. Unless selected immediately after the unit’s movement, you will not be able to take back the move
you just made. A mounted unit appears in the Main Play window as the form of
transport, (for example, a truck or half-track icon).
Embarking and disembarking units onto or from air or naval units can only be
done at the beginning of a unit’s turn, i.e. a unit may not move or fight before
embarking or disembarking. Disembarking ends the unit’s turn; a unit may not
move or attack after disembarking. Embarking and disembarking are not equivalent to mounting and dismounting. A unit may not assume the same embarkation
state more than once during a turn. For the differences between Air and Sea
Embarkation, refer to the “Air and Sea Embarkation” sections on page 25.
Activates the Upgrade Unit screen and enables you to change the type of unit
within its class and add organic transport if available. You can only upgrade units
when deploying for a campaign scenario or during a scenario when in a friendly
city (or, in the case of air units, over a friendly airfield or aircraft carrier) with no
adjacent enemy units. Upgrading costs Prestige Points and expends that unit’s turn.
View Surface/Air Units
Toggles between viewing your land and air forces. When both a surface and air
unit occupy the same hex, the view determines which one of the icons is large
and which is small on the Battlefield. The large one is the one that you select by
clicking on it. Keep in mind that the Map window shows either the currentlyviewed air units or land units, not both.
Show Terrain
Removes hexes, ownership flags, and units to reveal the terrain. Click again to exit
this mode.
Disband Unit
Disbanding units can be useful when you’ve reached the limit on the number of
units allowed. Weak units can be disbanded in order to make space for new
units which are more effective in given circumstances. For example, you may
want to disband an inexperienced infantry unit in order to purchase a tactical
bomber to soften enemy defenses. Disbanding a doomed unit also denies the
enemy Prestige Points for destroying the unit.
When you elect to disband a unit, a dialog box appears to ask for confirmation.
If you cancel the disbanding order, then the unit can still act, and remains selected.
A unit can be disbanded anywhere on the map. For instance, an infantry unit in
an air transport can disband over the middle of the ocean.
Disbanding does not increase your own Prestige Points.
Name Unit
You can personalize units with new names that are up to nineteen characters
long. These names remain in effect until the end of the scenario or through the
entire campaign. You may want, for example, to name units according to their
capabilities or how you intend to organize them in battlegroups. Keep in mind
that units are numbered consecutively by the computer in each scenario, thus
slightly changing the names you choose.
Elite Replacements
Elite replacements are treated the same way as regular replacements except that:
they do not reduce the unit’s experience level; they cost four times as much; and
they provide double resupply for the unit. Although expensive, elite replacements
are cheaper, point-for-point, than building a new unit with no experience.
Elite replacements allow a unit to become “overstrength ,” in other words, have
a strength greater than 10. A unit may have a maximum strength equal to 10
plus its number of levels of experience. For example: a unit at full-strength with
one experience level receives elite replacements; its strength increases to 11.
Between campaign scenarios, under-strength units are brought up to strength
10 via elite replacements.
Supply Unit
Resupplies the selected unit with up to half its maximum capacity; this is the only
action that the unit can take during its turn. Units receiving replacements
automatically resupply and units receiving elite replacements receive doubleresupply. Adjacent enemy units prevent resupply except as part of receiving
replacements. Snow and rain reduce resupply by one-third. When a unit is on a
desert hex, it resupplies at a rate one-fourth of normal. A unit is always guaranteed to receive a minimum resupply of 1 ammo and 1 fuel.
Weak or
units can be
disbanded, but
do not increase
prestige points
The Menu Bar
Separate from the Main Game window is the white Menu bar at the top of the
screen. Use these menus to quickly change preferences, view windows, and more.
File Menu
New automatically restarts the game and returns to the Campaign Selection screen.
Open allows you to open a saved game or e-mail game.
Save allows you to save and name the current game.
Save As allows you to save the current game under a new save file name.
Quit or Exit exits ALLIED GENERAL.
Edit Menu
From this menu you may choose to view the Settings or Preferences windows.
Replace lost strength points (to strength 10 maximum) and automatically resupply
the unit as described under “Supply Unit ”. This action ends that unit’s turn.
Replacements normally begin with 0 experience which is averaged with the unit’s
current experience to generate a new experience level. This depends on what level
the experience was set to on the Preferences screen. Units can get replacements
anywhere, except that air units can receive replacements only when in a friendly
airfield or carrier hex, and naval units can get replacements only when in a port. A
unit receives fewer replacements if an enemy unit is adjacent. If three enemy units
are adjacent, the unit cannot receive any replacements unless it is in a city. Bad
weather and desert terrain also reduce replacements.
Save Game
Provides a quick way for saving the game to the current save file.
Next Unit
Selects the next unit waiting for orders. If all units have already acted, the icon
becomes shaded. Mounting or dismounting a unit does not count as an action.
Lower Volume
Raise Volume
In this window you can:
♦ Change or mute the volume of the music and sound effects in the game
♦ Turn on or off the history recorder which lists all of the movements of each
unit in each turn
♦ Display or hide hexside borders
♦ Display or hide the combat animations
Once the settings are as you like, click on the OK button.
Game Menu
Show History
View Next or Previous Unit
The Preferences window allows you to set the Experience and Prestige each
player is to receive during the game, as well as who the players are to be.
Options at the bottom of the Preferences Window are on if they have a gold star
next to them. Refer to the “Preferences” section on page 3 for more information.
View Next or Previous Turn
Current Unit
Show Casualties
Current Turn
Text Description of each Unit’s Move
The History window records the actions of each unit for each player on a turnby-turn basis. The units are listed in the order that they acted during the turn.
Only the units that act in a turn are listed in the history.
The arrows on the right-hand side of the Turn window increase and decrease
the turn counter. The arrows on the Unit window scroll through each unit
that acted during the turn.
The actions of the units are recorded in a file with a name that corresponds to
the saved game file name. For example, if you save your current game in a file
named “Mygame.sav”, then the history file will be named “Mygame.his ”.
You can view the contents of the history file with a text editor or word processor. For safety, make a copy of the history file on your hard drive, and examine
the copy there.
Displays the Axis and Allied unit losses for an entire campaign or scenario. Click
on the Campaign or Scenario button to toggle the listings.
ALLIED GENERAL stores the location of the history file in the saved game. If ALLIED
GENERAL cannot find the history file where it expects it, it will ask you to find it.
If you want, you can have ALLIED GENERAL start a new history file.
Show Intelligence
Note: History files are not generated during e-mail games.
The Show Intelligence menu displays all keyboard commands for ALLIED GENERAL
and provides additional information.
Windows Menus
This menu provides a quick and easy way to open the Recon, Map, and Information
floating windows.
Auxillary units
are used to
your core units,
but only serve
in single battles.
The North Africa Campaign
Take command of the Commonwealth forces in 1940 and prepare to drive the
Axis forces out of North Africa. Confront the Italians at Sidi Barrani, then go on
face the Germans at El Agheila. A string of successes can take you as far as
Tripoli; if you falter, however, you may find yourself fending off the Axis in Cairo.
The North Africa Campaign is the best starting point for players that are not
experienced with A LLIED GENERAL; its predecessor, PANZER GENERAL; or with
wargames in general — the scenarios are generally smaller than those of the
other campaigns.
If successful, you may lead your troops to the Western EuropeCampaign as the British.
The Western Europe Campaign
Western Europe Campaign (American)
The Campaign Games
In the extended campaign games, your career as a general can cover the entire
war. If you do well, you can win the war. If you do poorly, you could be prematurely retired or even lose the war. The campaign games cover large portions of
the war, but you may choose to start your career at any of three different points.
In the campaign game, you control a “core group” of units and, in most battles,
non-core or “auxiliary” units. The core group’s strength flags have black numbers, and the auxiliary units’ strength flags have white numbers. Auxiliary units
serve with you only for the duration of the battle, while you take surviving core
units with you to the next campaign battle. Your units gain combat experience
and can be upgraded with new equipment over time.
Your core units are already deployed in the first scenario of any campaign. In later
campaign scenarios, you may deploy your core units freely within designated
deployment zones.
As an American commander you first see action in Africa, where you must defeat
the Axis invaders and form your inexperienced troops into an elite fighting force.
If you excel, you may have a key role in the fight to liberate Europe. From
Operation Overlord to the final drive on Berlin, a string of victories brings the
war to a triumphant end; defeat means replacement and a quick transfer home.
Western Europe Campaign (British)
As a British commander you can join your new command either as a novice to
the battlefield, or as an experienced and successful desert warrior from the
North Africa Campaign. From Mareth to the Low Countries and on to Germany,
the only measure of your success will be your victories.
Note: If playing the British or Americans you may purchase both British and
American troops.
The Russian Campaign
The Russian Campaign traces the largest military conflict in history — the war
between Germany and the Soviet Union. It begins with a prelude scenario, the
1939 Soviet invasion of Finland, then goes on to trace Russian resistance to the
massive 1941 invasion, the bitter contest at Stalingrad, and the series of
Russian counterattacks which followed. Prior to the showdown at Stalingrad the
survival of the Russian people hangs in the balance; after Stalingrad the course
of the war will shape the postwar face of Europe. A bold enough commander
who can reach Berlin before the British and Americans may win Stalin’s favor
and achieve Soviet control of central Europe.
Scenario Selection Window
Beginning a Battle
Scenario Description
You begin a battle by selecting a scenario or a campaign game. In the campaign
game, you control a group of “core units” through the various battles you fight.
Auxiliary units, which have their strength numbers in white, are available for the
duration of that battle only. Surviving core units gain experience through combat,
and your unit combinations reflect your own preferences. As you progress
through the campaign, the number of core units available to you will increase.
A Selected
In campaign play, you have the option of deploying your core units within specified
deployment areas before the first turn of each scenario. There is no deployment
phase for non-campaign games (like e-mail, two-player, or a single scenario).
Game Turns
In ALLIED GENERAL, each scenario has a specific number of “turns.” Each turn is
comprised of two parts: The Allied phase, during which the Allied player acts
while the Axis player observes, followed by a similar phase for the Axis player.
In all games, the Allies act first during a turn.
Open a Saved Game
View the Campaign Screen
Play a Scenario by E-Mail
Start the Selected Scenario
There are thirty-nine individual scenarios you can choose to play in ALLIED
GENERAL, from the burning deserts of Tripoli to the frigid terrain of Leningrad,
even major Allied assaults like Operation Jupiter and Operation Overlord.
Click on the Open button to play a saved scenario, campaign, or e-mail game.
To go to the Campaign Selection screen, click on the Campaign button.
To start a new e-mail game using the currently selected scenario, click on the EMail button.
To play a single scenario, simply click on a scenario name and then click on the
Start button.
In each turn you and your opponent are given a chance to move units, attack
enemy units, resupply units, and so on. When your turn is done and you have
moved or given orders to all of your units, click on the End button. Afterward,
the opponent moves his units and completes the turn.
During a turn each unit can move once, and attack once, in either order.
Exception: artillery and air defense units can only shoot before they move.
If a unit acts, and another unit is selected, no further actions can be taken by the
first unit. (“You already took your hand off that piece; you can’t move it back.”)
Example: You move Unit A to a hex adjacent to an enemy unit; you then select Unit
B. Unit A cannot attack this turn; selecting Unit B signaled the end of Unit A’s turn.
Weather is randomly determined based on actual weather conditions for the
month of the year and weather zone in which a battle occurs. Weather may
change between fair weather and storm fronts. Storm fronts can last for a number of days and have the possibility of generating only overcast weather or
becoming rainstorms or snowstorms. It never rains or snows in North Africa.
Note: during rain or snow storms aircraft cannot attack.
Deploying Troops
Movement Cost
Unit Experience
Unit Has Transportation
Units to be
Use Scroll Bar to
View More Units
Upgrade Selected Unit
When you are given the chance to deploy your troops at the beginning of a
scenario it is best to start by viewing the Battlefield on the Strategic Map and
evaluating its tactical possibilities. See the section “Strategy Notes,” on page 49
for some tips on planning your battle. Once you’ve planned your strategy, start
deployment with your spearhead units and then follow with the rest. The
Deployment window allows you to see all of your available units at one time,
upgrade their equipment (including providing them with organic transport) and
select which ones to place. Select a unit in the Deployment window, and click on
a hex in a highlighted deployment area to place the unit; right-clicking (or
Option-clicking) on a placed unit removes it from the map.
Each unit has a movement point allowance per turn that is spent as it moves.
The movement point cost of each hex depends on the terrain in the hex,
weather conditions, and the unit movement type. After selecting a unit, when
the cursor moves over a lighted hex the amount of movement expended to reach
that hex is displayed at the top of the screen. Every movement point a unit uses
costs 1 fuel, except that when the ground is covered with snow all ground units
pay double fuel costs, i.e. two fuel points per movement point; snow does not
reduce the distance that a unit can move. No matter how much they move, air
units consume a minimum of half their movement allowance in fuel every turn.
Movement ends prematurely if a unit moves adjacent to or is ambushed by
(moves into) a previously-hidden unit. An ambush is treated as an attack with
the defender receiving an automatic rugged defense. Entering a river hex ends a
ground unit’s movement, except when the river surface is frozen. It may exit
river hexes normally the following turn. Dismounted bridging engineers may
serve as bridges, eliminating this penalty for the hexes engineers occupy.
Abort Move
After moving a unit to another hex you can cancel that move by immediately
selecting the Abort Move button from the Unit Menu. Abort Move does not permit
you to undo attacks, nor does it let you undo moves which spot enemy units. If the
unit did not attack before moving, undoing the move will permit you to take any
action with the unit: attack, movement, resupply, and so on.
Keep in mind that once a unit has moved and you have selected another unit,
you cannot select that unit again except to look at unit statistics.
Moving Units
Which Units Have Moved?
Click on any unshaded unit to make it ready for orders. The selected unit can
move to any hex that is illuminated; it cannot move to a hex occupied by
another unit. (Exception: An air unit can occupy the same hex as a ground unit.)
If you find that you are forgetting which units have moved and which have not,
the Forces Review window, available through the Forces Review button on the
right-hand side of the Main Play window, provides an overall view of which
units have acted and which have not. A green border indicates that unit has not
yet acted this turn; a red border indicates that a unit has completed its turn. The
screen also displays unit strength, experience, name, and statistics. If you have
more than ten units, use the Next and Previous buttons to see your other units.
For definitions of what the unit statistics mean, refer to the “Unit Statistic
Descriptions” section on page 37.
Infantry units
have a limited
movement range
which can be
greatly increased
when they are
mounted onto
Air Embarkation
Units can embark in a plane from a friendly airport hex; units can disembark
only onto an unoccupied airport hex. A unit may disembark when the airport
hex is owned by an enemy nation.
When a unit embarks onto an Air Transport, the unit icon is replaced by the
Air Transport icon.
Only certain classes of units can embark in a plane: infantry, light anti-tank,
light artillery.
A unit cannot take its organic transport with it when it embarks in an aircraft; it
must abandon the transport. The game will ask for confirmation for abandoning
the transport.
There is a fixed number of air transport units available in a scenario. Even if a
unit can legitimately embark, there might not be an air transport available, in
which case the Embark button will not be available.
Mounting and Dismounting Units
A unit can only mount and dismount prior to moving; a unit that has moved via
transport must remain in the vehicle at the end of the move. A unit cannot mount,
move, and then dismount.
A mounted unit can perform the same actions as a dismounted unit: get replacements, upgrade, disband, resupply, and so on.
Organic transport is transport which is permanently assigned to a unit and cannot be shared (i.e., trucks or half-tracks).
Note: In later scenarios, if you want to purchase a transport for an existing unit,
you must move the unit into a friendly city hex and choose Upgrade from the
unit menu.
Embarking and Disembarking Air and Naval Units
All cities adjacent to an ocean hex act as ports for the purpose of embarking on
troop transports. At the beginning of each scenario that uses air and naval
transport, transport units are given to each side. These transports represent the
allocation of air transports and naval transports to your army. These transports
are used to move units around the map and over the sea. When you move the
cursor over a friendly port, coastal port, or airfield, the current transports available appear at the top of the screen. When you embark a unit, it uses one
transport available. When you disembark a unit, it frees one available transport.
Players cannot purchase air transport units. When an air transport unit is
destroyed, it cannot be replaced.
If the unit is on the airport hex at the beginning of the turn, the unit can embark
and move in the air transport during the same turn.
Paratroops and rangers need not disembark at an airfield, they may select the hex
the air transport occupies or any adjacent ground hex as their drop zone, but they
may drift from the selected drop zone.
Sea Embarkation
Most ground units can use sea transports; naval and air units cannot.
Units can embark on naval transports only at ports or coastal cities.
A unit with organic transport can take its transport with it when it embarks into
a sea craft; it does not need to abandon the organic transport. A unit will be dismounted when it disembarks, regardless of the state it had when it embarked
(mounted or dismounted).
Sea transports can disembark on any unoccupied coastal hex; they do not need
to get out in a port. Note that sea transports cannot disembark into coastal cities.
A unit that disembarks into an unoccupied enemy port captures it. Remember
that only infantry, tank, anti-tank, and recon units can capture cities.
Use your units’
spotting values
wisely to avoid
ambushes and
plan attacks.
The attack option (cross-hairs) appears when you pass the mouse pointer over
an enemy, and the Expected Losses appear in the Information Bar.
The Attack number is the losses projected for the attacking force (your unit), and the
Defend number is the projected losses for the unit being attacked. Keep in mind that
these are projected losses; they may not be the same in actual battle! When you
decide to attack, click when the cross-hairs target is over the enemy unit.
As battle ensues, unit losses are indicated on the unit strength flags, and battle
details are listed in the Information Bar.
A unit may move and attack, or attack then move, with the exception of artillery,
air defense, or anti-tank units which cannot attack after moving.
Initiative is determined by the equipment used in battle, the terrain upon which
the battle takes place, and the experience of the units. It is also adjusted by a
randomly generated score of 0-2 to help simulate the uncertainty of battle.
Combat Rules
If an ambush or rugged defense occurs, the attacker’s initiative is 0.
Spotting Units
Using Artillery and Ranged Attacks
If the Show Hidden Units preference is off, all hexes become hidden at the
beginning of each turn except those that are within 1 hex of a friendly city, port,
or airfield or within the spotting range of friendly units. Air units’ spotting range
is halved by overcast weather and reduced to 1 hex when it is raining or snowing. Other units’ spotting ranges are halved when it is raining or snowing.
Since artillery units make ranged attacks, they can attack with no risk of losses
by bombarding distant enemy units. After shooting, you can choose to move the
artillery one hex while remaining deployed or mount it to move them to another
location. Remember that units mounted in trucks or half-tracks fight poorly. Do
not move the artillery too close to enemy units; use their ranged attacks to their
advantage. Artillery are vulnerable to attacks by tanks and infantry.
Once a hex is spotted during a player’s turn, it remains spotted for the entire turn.
Any time a friendly unit moves and does not abort its move, it spots all hexes
within its spotting range. Terrain has no effect on spotting.
Enemy units within your unit’s spotting range are automatically spotted except for
enemy U-boats, which you have a 50% chance of spotting unless they are adjacent
to one of your units.
Zone of Control
A unit exerts a zone of control into the six hexes around it. Surface units’ zones
of control affect only surface units and air units’ zones of control affect only air
units. When you move a unit into the zone of control of an enemy unit, your
unit’s movement is stopped and it must either attack or end its turn. If your unit
was ordered to move to a point which takes it through a hex occupied by a previously hidden enemy unit, your unit is ambushed by the enemy unit and your
unit’s turn ends after combat is resolved.
Units with ranges of one or more hexes can make ranged attacks, i.e., shooting at the enemy without the enemy being able to fire back (except that capital
ship class units can shoot back using indirect fire when shot at by other capital ships). Units with a range of 0 must attack into the target unit’s hex, giving
the defending unit the opportunity to shoot back.
Supporting Fire
Artillery units
provide defensive
fire in support of
any adjacent
ground units.
Under certain circumstances, units adjacent to the defending unit shoot at the
attacker prior to normal combat. Artillery units contribute ‘defensive fire’ in
support of any adjacent ground units. Air defense units contribute defensive fire
for any adjacent ground units against air attacks. Fighters adjacent to defending
bombers or ground units may intercept attacking air units, but fighters may
make only one interception per turn, and each attacking air unit may be intercepted only once. Each of the above events occurs before normal combat; the
attacker cannot respond to defensive fire. Losses and suppression from defensive fire persist during the remaining combat. If the attacker has no more
strength points in the firing order (all of them destroyed or suppressed), the
attack is broken off immediately.
Each time a unit shoots it uses one ammo point. Defending units can easily use
up several points of ammo in a single turn when defending themselves or adjacent units.
Rugged Defense
A rugged defense can occur in two ways: (1) if a unit’s movement takes it into
the hex of a hidden enemy an ambush occurs (for air and naval units this misfortune is called “out of the sun” and “surprise contact”), which is automatically
treated as a rugged defense, and (2) if an entrenched unit is subject to a nonranged attack by a ground unit, there is a risk of a rugged defense based on the
relative experience, the unit type, and the defender’s entrenchment level. If the
entrenchment level is 0, or if the attacker is a pioniere or engineer, there is no
risk of a rugged defense.
Each non-suppressed strength point makes an individual attack on the enemy
using the unit’s attack and defense values. Suppressed elements do not count in
the firing order, but suppression (other than suppression resulting from level
bombers) lasts only for the duration of the current combat. The number of
strength points in the firing order is also halved by rain or snow for ground
troops and by overcast weather for air units (air units may not attack in rain or
snow). It is also halved if the unit has run out of fuel (if it runs out of ammo, it
can’t attack).
Refueling Air Units
Air units automatically refuel when over or adjacent to a friendly airfield, or
when over a friendly aircraft carrier. When the current fuel number for an air
unit turns red, this indicates it has used up half or more of its fuel and you
should start checking to make sure it has sufficient fuel to return to a friendly
airbase. Air units that run out of fuel which are not on or adjacent to an airfield or over an aircraft carrier crash and are destroyed. Air units use a
minimum of half their movement allowance in fuel every turn, regardless of the
distance they travel.
With support
from artillery,
infantry are the
preferred units
to assault cities
and fortifications.
Weather Effects on Supply
If it is raining or snowing and a unit is not in a friendly city, port, or airfield, the
unit gets less supply. If there are more than two adjacent enemies, the unit may
not resupply. Units also get less supply in the desert.
Victory Conditions
Battles are won by taking or holding some or all of the Victory Objective hexes
(depending on the scenario), which are represented by gold-bordered flags on
the Battlefield and by green or white highlights on the Strategic Map. Capturing
towns that are not victory objectives gains you prestige points, but does not
affect the victory conditions, so you should always focus on capturing the objectives you have been ordered to take. Only units of the tank, anti-tank, recon, and
infantry classes can capture cities, ports, and airfields, although other troop
types can occupy them and prevent their use by the enemy.
True Neutrals
Supply Rules
There are two types of supply: ammunition and fuel. Each time a unit shoots, it
uses one point of ammo. Every movement point a unit uses costs it one point of
fuel. Exceptions: when the ground is covered with snow all non-air units use 2
fuel points for each movement point; air units that are not on or adjacent to airfields use fuel equal to at least one-half of their movement capability every turn,
but are not affected by snow limitations.
Automatic Resupply
If the “Supply” preference is selected on the Preferences window, the following
automatically resupply: air units which are on or adjacent to airfields, naval
units which are in port, and ground units which have not acted. Ground units
may not resupply, however, if there are enemy units adjacent to them and if they
are not in a town. The resupply rate is limited by the proximity of enemy units,
terrain, and bad weather.
Air units which are out of fuel and not adjacent to an airfield are eliminated.
Units normally receive half of their ammo and fuel maximums during resupply.
Units receiving Replacements automatically receive resupply, and units receiving Elite Replacements get double the resupply.
True neutrals are countries like Sweden or Switzerland which no one is allowed
in or over. These hexes are indicated on the Battlefield with blue hexsides.
Prestige Points
Prestige points represent the influence you have earned with the high command
by taking and holding Victory Objectives and cities, destroying enemy units, and
winning battles as quickly and decisively as possible. In the same manner, however, losing cities and battles reduces your prestige. You can exchange prestige
points for new units, replacements, and new equipment for existing units. Note
that you must pay the full prestige cost of new equipment even if the cost of the
new equipment for a unit is less than that of the old equipment given up.
Upgrading Units
Buying Units
Available Units
Upgrade Unit Statistics
Unit Statistics
Approval Lamp
Current Unit
to be
Unit Classes
Available Transports
Upgrade Transport Statistics
You can only upgrade units when deploying for a campaign scenario or during a
scenario when a unit is in a friendly city (or, in the case of air units, over a
friendly airfield or aircraft carrier) with no adjacent enemy units. Select the unit
type you desire and its transport, if applicable, then click on the Upgrade button. Upgrading costs Prestige Points and expends that unit’s turn. The Upgrade
Unit screen displays the different types of upgrades available, transport (if available), unit statistics, and the original unit being upgraded.
Transport Statistics
Click the $ button on the right-hand side of the Main Game window and the Purchase
windows appears. The left side of the Purchase window displays unit classes “available” with a green light; “not-yet available” units are not lighted. Units which are
above the cost of your current Prestige Points are indicated by a red light. Click on the
Artillery button to see the available artillery class units. When you click on a unit, the
unit’s statistics appear along the right side of the screen, next to Your Prestige, Unit Slots
Free, and Total Cost sections. If transport is available for a unit, it appears with its statistics on the lower section of the screen. Click on one to choose it and view its statistics.
The new total cost for both the unit and the transport appears.
Select Purchase from the lower-right corner to confirm the purchase. If you want
to cancel a purchase before placing the unit on the Battlefield, right-click (or
Option-click) anywhere.
Note: Units may not be purchased in newly-won cities until two turns after the
cities are captured, and a clear line of supply three hexes wide exists between the
captured city and a friendly city. If an enemy unit is in this three-hex supply line,
then units cannot be purchased.
Allied leaders
encourage war
production so new
equipment is
available often.
To start an e-mail game, select a scenario from the Scenario Selection screen
and click on the E-Mail button.
Player 1
Starting the E-Mail Game
It is assumed that you, the player playing an Allied General, starts the e-mail game
process. Your opponent will play an Axis General.
Setting E-Mail Preferences
Whoever initiates the e-mail game sets the Preferences. Choose the Experience
and Prestige each player is to receive, as well as the Options which will be active
during the game. These preferences cannot be changed once play has begun,
so make sure your opponent agrees on the preferences before they are set!
Choose a Password
Overstrength Units
A unit with an experience level of 1 or greater may be made overstrength by
adding elite replacements when it is already at 10 or more strength points. You
may only do this as long as the current unit strength is less than 10 plus the unit’s
experience level. For example, a unit with two experience levels may have a maximum strength of 12. Each time the player takes elite replacements under these
conditions the strength of the unit increases by 1.
New Equipment Available
When new equipment becomess available for purchase it appears in a New
Equipment window which lists the equipment’s statistics.
To make sure that no one else can play your side of the battle, enter in a password by first clicking inside the green bar. When the blinking cursor appears,
type in your password and click the OK button.
Choose a Name for the E-Mail Game
Here you can type in the name of the e-mail game you will be playing. The default
name is “Move1.eml”. To save the game with this name, click on the OK button.
Play the Game
After naming the e-mail game, the first turn begins and you move your units.
Recording Light
Note that a red “recording” light blinks on and off while you are playing the e-mail
game. This shows that your moves are being recorded for your opponent to watch.
Insert E-Mail Comments
As you play, you can insert comments to your opponent by clicking on the
E-Mail Comments button and typing in the message. When finished, click on the
OK button. When your opponent plays back the turn the comments appear in the
order in which they were made.
Ending Your Turn
When you are finished moving units and making e-mail comments, click on the End
button to end your turn. A message appears stating that the current move was successfully saved to the e-mail file you named when you began. Click on the OK button
to continue. Afterwards, send the saved e-mail file to your opponent through e-mail.
Currently Selected Unit
Unit Experience
Player 2
When you receive an e-mail game from your opponent, go to the Scenario
Screen and click on the Open button. E-mail games are identified with “.eml” at
the end. Choose the e-mail game you want to play and open it.
Starting Move Message
When you begin to play the e-mail game a message appears and displays the
move, the player’s turn, and the weather conditions. Click on Play to continue.
Watching Player 1’s Turn
A green “Play” light flashes, indicating that you can now play back your opponent’s moves by using the following buttons.
Step Forward
Steps forward unit-by-unit during playback of an e-mail turn that you receive
from an opponent.
Playback Turn
Plays back an opponent’s e-mail turn until the end.
Rewind Turn
Rewinds to the beginning of an e-mail turn received from an opponent. You can
review an opponent’s e-mail move several times this way.
Show Previous Units
Show Next Units
Go To Unit on Battlefield
Current Fuel
The amount of fuel the unit currently has. Avoid running out of fuel while adjacent to the enemy or you can be trapped and unable to resupply. Units that run
out of fuel have their number of strength points halved for combat purposes.
Maximum Fuel
The maximum fuel capacity of the unit. For certain units this capacity also
reflects susceptibility to breakdowns.
Current Ammo
The amount of ammo the unit currently has. Avoid running out of ammo, as
without it you cannot shoot at the enemy. Note that many rounds of ammo can
be consumed in a single turn if a unit defends against several enemy attacks.
Maximum Ammo
Player 2’s Turn
After you have finished watching your opponent move his units, it is your turn.
Refer to the steps that Player 1 used to choose a password, choose a name for the
e-mail game (like “Move2.eml”), play the turn, insert comments, and end your turn.
Afterwards, send the saved e-mail file to your opponent through e-mail.
The maximum ammo capacity of the unit. Each instance of combat (whether
attack or defense) expends one ammo point.
Experienced units
may gain higher
overstrength size,
reduced risk of
rugged defense,
and modified
This unit’s current total entrenchment level. All ground units can entrench, but
at different rates. All terrain types have a base entrenchment level from 0-4
which ground units in that hex with lower entrenchment levels automatically
obtain at the end of their turn. Units that have not moved are assumed to dig in
each turn even if they attack, resupply, and so on. Each turn the unit does not
move, it digs in. Infantry is best at entrenching, and anti-aircraft and tanks are
the worst. Units can entrench up to a maximum of 5 levels above the base
entrenchment level for the terrain. If a unit moves out of the hex it loses all its
entrenchment levels, so pick a good position before digging in.
Each attack on an entrenched unit, whether successful or not, reduces its
entrenchment level by one level. Repeated attacks in a single turn can even reduce
the entrenchment level below the base level for the terrain, thus facilitating further attacks during the same turn.
Base entrenchment levels are: 4 for fortifications, 3 for cities, 2 for forests,
bocage (intertwined hedgerows), and mountains, 1 for rough terrain and noncity port facilities, and 0 for everything else.
Each time a unit takes part in a combat it gains experience, and the more successful it is in combat, the more experience points it gains. An experience
level is symbolized by a medal in a unit’s summary information. The maximum experience level a unit can achieve is 5. When two units fight, their
relative experience levels affect who shoots first and determine relative casualties. Experience also determines overstrength size, reduces the risk of
rugged defense, and modifies initiative. Units with 2 or 3 experience levels
should be considered veteran troops and those with 4 or 5 levels elite troops.
Elite replacements should be used to preserve the quality of veteran and elite
units. Making veteran and elite units overstrength is valuable because they
are better able to withstand and inflict casualties in combat.
Units begin with 10 strength points. Losses are suffered in strength points, and
a unit reduced to 0 strength points is destroyed. Units with experience have
their maximum strength increased by 1 per experience level, up to a maximum
strength of 15 points at 5 experience levels. Units can add overstrength points at
a rate of one per turn by selecting elite replacements. If you lose strength,
rebuilding the unit to overstrength status must be done the same way.
Overstrength units are very potent in battle.
The number of enemy units a unit has destroyed in the current scenario or, over
the course of a campaign.
This indicates the number of a unit’s strength points suppressed by enemy
shooting. The unit’s number of remaining strength points are used to shoot back
in that turn. Most suppression lasts only for the duration of a single combat, but
level bombers can suppress units for the player’s turn, thus facilitating further
attacks on the suppressed unit. Defending units whose suppression number is
greater than or equal to their current strength, retreat or surrender.
Unit Equipment Statistic Descriptions
Hard Attack
Class of Unit Equipment
The unit’s attack value against “hard targets” such as tanks, recon, and half-tracks.
A bracketed value indicates that the unit may not initiate combat against a hard
target, but may respond with that strength when attacked.
This indicates the unit class (infantry, tank, recon, anti-tank, artillery, anti-aircraft, air defense, fighter, tac bomber, level bomber, fortification, destroyer,
capital ship, submarine, carrier).
Air Attack
The prestige point cost of building a new unit of this type.
The unit’s attack value against air targets. A bracketed value indicates that the
unit may not initiate combat against an air target, but may respond with that
strength when attacked.
Maximum Ammo
Naval Attack
The amount of ammunition the unit equipment begins with.
The unit’s attack value against naval targets. A bracketed value indicates that
the unit may not initiate combat against a naval target, but may respond with
that strength when attacked.
Maximum Fuel
The amount of fuel the unit class begins with.
Movement Method
The different methods of movement units may use are: leg, towed, wheeled,
half-tracked, tracked, off-road, all-terrain, naval, and air. Units with leg or
towed movement have no fuel rating, and can acquire organic transport for
speedier movement.
The hex radius within which a unit can spot all enemy units in fair weather.
Note that there are no terrain restrictions on spotting; for example, a mountain
hex does not block spotting beyond it.
The unit’s shooting range in hexes. A range of ‘0’ means that only targets adjacent to the unit can be attacked.
In combat, the unit with the greater initiative attacks first. In the case of identical initiative, attacks are simultaneous. Experience and the terrain of the
defending unit modify initiative values. Initiative plays a critical role in that the
unit that attacks last can use only its remaining strength.
Soft Attack
The unit’s attack value against “soft targets” such as infantry, trucks, and towed
weapons. A bracketed value indicates that the unit may not initiate combat
against a soft target, but may respond with that strength when attacked.
Ground Defense
The unit’s defense value against attacks by land and naval units.
Air Defense
The unit’s defense value against air units and air units’ defense value against
all attacks.
Close Defense
The unit’s ability to defend itself in disadvantageous situations. These situations result
when a unit unexpectedly encounters an enemy, and are announced by the game as
“Rugged Defense!”, “Surprise Contact”, and “Out of the Sun!” When any unit attacks
infantry which puts up a rugged defense, the attacking unit uses its close defense
value. When combating infantry in city or forest hexes, ground units suffer the handicap of using their close defense values. Infantry do not retain this advantage when
they are in clear terrain. Since close defense values are usually less than ground
defense values, this makes infantry more dangerous in favorable terrain.
Target Type
There are four target types: Soft, Hard, Air, and Naval. Each unit has a separate
attack value against each type of target.
If a unit has organic transport, statistics for the unit’s values while mounted are
displayed below the unit’s normal statistics. When a unit has mounted or
embarked in a transport, that unit uses the attack and defensive ratings of the
transport. In general, units are vulnerable when in transport. A unit must abandon organic transport in order to embark on air transport.
Anti-tank units are
at a disadvantage
when attacking
tanks, but gain an
advantage when
defending against
tanks and other
All pieces of equipment, referred to as units, are grouped into one of 18 different classes of equipment in ALLIED GENERAL . Below is a list describing the
classes, types available within each class, and their tactical role.
Ground Classes
The primary use of the anti-aircraft (AA) class is to respond quickly to enemy air
units. Unlike the air defense class, AA units may fire and move or visa versa and
can attack ground units. AA can keep up with a quick moving attack force, and
if properly used, assist in mopping up enemy infantry. Protect AA from enemy
tank, anti-tank, and artillery units and you may find them very useful. Unlike air
defense units, AA must be in the same hex as enemy air units to attack them.
Air Defense
Like artillery, air defense units cannot attack after they have moved; unlike artillery,
however, they cannot attack ground units. They are ideally suited for defending relatively stationary ground units against enemy airpower in defensive battles, but given
time and proper protection, they can also be useful when brought up to support your
offensives by fending off enemy aerial counterattacks. Because of their ranged attack
and protective fire capability, well placed air defense units can keep enemy aircraft at
bay around a vital city, or protect a difficult ground assault from disruption.
The anti-tank (AT) class is divided into two unit types: towed anti-tank weapons
and self-propelled anti-tank weapons (often referred to as “Tank Destroyers”
TDs). The towed type are excellent on defense, especially if heavily entrenched,
but their vulnerability while being towed by trucks or half-tracks makes them
difficult to use effectively on the attack. When attacking, use tank destroyers
instead. TDs are much cheaper than tanks for the equivalent gun size, but less
well-armored and lack a rotating turret. This means that they can use their initiative to get in the first shot when defending against tank attacks, but always
fire second when attacking tanks themselves. This makes attacks on tanks risky
unless they are already seriously weakened. The key to TD tactics against tanks
is moving offensively but fighting defensively — rather than attacking enemy
armor, move TDs into positions where the enemy armor is forced to attack you.
For example, while your tanks strike deep through enemy lines, TDs can be
used to block enemy armored counterattacks on the flanks of the advance.
Although their intended purpose is to fight tanks, TDs make excellent tank-substitutes for overrunning other troops.
Artillery cannot attack after moving. Artillery units, like anti-tank units, are
divided into towed and self-propelled categories, but the difference is less significant because they are too vulnerable, even when armored, to confront the
enemy directly — their role is instead to bombard the enemy from a distance in
support of other friendly troops. The main advantage of self-propelled artillery
is that it can keep moving without having to mount and dismount. Towed
artillery, in comparison, is very vulnerable and unable to fire in defense of itself
on adjacent enemy units. Artillery is suitable for softening up enemy soft targets
prior to an offensive attack (even if they inflict no losses, each bombardment
attack reduces the enemy’s entrenchment level), and equally valuable because of
their ability to provide defensive fire when adjacent ground units are attacked
by enemy ground units. Artillery is best deployed immediately behind friendly
units where it can support them on both offense and defense. Artillery support
is especially critical if you want your infantry to have a chance of stopping
armored attacks in the open.
Tanks are most
effective in open
terrain, but are
vulnerable in
cities, forests,
and rough terrain.
The fort class is divided into two types: “forts,” which are networks of immovable, strongly-built heavy artillery and infantry positions, and “strongpoints,”
which are lighter networks of pillboxes and light field fortifications. Since forts
have ample reserves of ammo and strong attack values, they should shoot
aggressively at any enemy that approaches. A combination of artillery and aerial
bombardment followed by an assault by engineer or pioniere units is the proven
method of capturing enemy forts and strongpoints that cannot be bypassed.
The infantry class consists of several different types of units. Infantry are the
most common troop type in any army and are the most versatile. Their advantage lies not in their speed but in their ability to fight in cities, forests, and other
difficult terrain without the penalties suffered by most other classes. Although
vulnerable to artillery fire and armored vehicles when in open terrain, they are
almost impossible to dig out of well-entrenched defensive positions unless
attacked by other infantry and artillery in coordination. Even the most powerful
armored offensive can be halted or seriously delayed by a single well-positioned
and well-entrenched infantry unit if the armored units lack proper support.
Engineer and pioniere units are excellent at assaulting heavily entrenched positions
because their special training and equipment enables them to avoid the risk of a
rugged defense. Bridging engineers, indicated by a bridging icon, carry bridging
equipment that allows them to serve as a bridge for other friendly units while dismounted in a river hex. Paratroops and rangers are lightly-armed but highly-trained
infantry able to paradrop from air transports. Heavy weapons infantry have higher
attack values than ordinary infantry and so are more suitable for assault roles, but
move more slowly, making them prime candidates for transporting. Cavalry in this
period are actually mounted infantry, with relatively low combat values but high
mobility without the expense and vulnerability of organic transport.
The recon class consists of highly mobile but lightly armored units with superior
spotting ranges (which is very important if using realistic spotting rules). They
can pinpoint the location of enemy units, seize and hold cities and other objectives temporarily, and successfully attack weakened enemy units and vulnerable
units such as units mounted on organic transport. Recon units are most useful
in offensive battles, and having one as a pathfinder for each major advance
saves you time and helps you avoid ambushes.
Because of its speed, armor, and heavy weaponry, the tank class is most able to
take aggressive risks and survive. But beware of overconfidence — although tanks
dominate open country, they are vulnerable to infantry in cities, forests, and rough
terrain; can be stopped by anti-tank guns and tank destroyers; and require air support when the enemy is able to use tactical bombers against them. A successful
general does not win with tanks alone.
The truck class includes trucks, half-tracks, and a few fully-tracked vehicles
used as organic transport (i.e., it is specifically assigned to a unit and cannot be
shared). Organic transport is useful for giving otherwise slow units greater
mobility but, while mounted, units use the weak combat values of the transport
and are easily destroyed. Troops moving by truck should therefore be protected
from enemy ground and air attack at all times. Trucks are faster on roads, but
half-tracks have a higher defense and move more quickly in difficult terrain.
Air Classes
Tactical Bomber
Air Transport
The tactical bomber class includes aircraft designed for ground attack, which
can only attack ground targets; and fighter-bombers, which can also attack
enemy air units (though they are generally less effective than fighters). Tactical
bombers are useful against a variety of targets, including vulnerable targets
such as transport and artillery, but also against more difficult targets such as the
submarine, tank, and anti-tank classes. Tactical bombers can also be used to
soften up entrenched positions. Note that fighter escorts are essential to the survival of tactical bombers if the enemy possesses fighters.
Most scenarios include a pool of air transport points. Air transport is nonorganic transport which allows infantry, light artillery, and light anti-tank units
to embark at friendly airfields and disembark at any unoccupied airfield (enemy
airfields may be seized in this way). Paratroops and rangers can “jump” in any
non-city hex. See the “Embark/Disembark” description in the Unit Menu on
page 13 for information about transporting units by air. Note that air transports
are highly vulnerable to both enemy fighters and air defense units and require
fighter escorts, particularly for paradrops behind enemy lines.
Sea Classes
Capital Ship
The tank and the airplane were the decisive new weapons of the war, and the
fighter class is your key to obtaining air superiority. The fighter class is highly
effective attacking enemy air units, and is able to protect adjacent friendly bomber
and ground units through its ability to intercept air missions against them.
Fighters can strafe infantry, artillery, and transport units with some effect and
help soften up entrenchments, but their primary mission is to clear the skies of
enemy fighters and enemy bombers. Losses in fighter combats are typically heavy,
so getting the first shot through superior initiative and experience is critical.
The capital ship class includes battleships, battle-cruisers, heavy cruisers, and
light cruisers. Capital ships have the ability to make ranged attacks and may
move and shoot in either order. They are best used to defeat the enemy fleet,
but after a naval victory can support the ground forces with off-shore bombardment, especially against soft targets. Capital ships shot at by other capital ships
are entitled to shoot back with a ranged attack with any surviving unsuppressed
strength points. All capital ships repair extremely slowly, making it rarely
worthwhile to obtain replacements for them.
Level Bomber
The level bomber class consists of high-altitude, long-range bombers with large
bomb loads but limited accuracy. They attack by “carpet bombing” ground targets
including cities, ports, and airfields. They tend to suppress rather than destroy
targets, but this is advantageous because enemy units suppressed by your level
bombers remain suppressed for the entire turn. Successful attacks by level
bombers reduce fuel and ammo points of enemy units. Level bombers are the only
class that can assist other units’ attacks by inflicting prolonged suppression.
The carrier class acts as a mobile airfield for fighters and tactical bombers, but,
unlike airfields, carriers can resupply only air units in the same hex. Carriers
have excellent spotting ranges but are vulnerable to naval attacks, and their
high cost makes them very attractive targets in terms of prestige.
Level bombers only attack the hex they are in, and are immune to all ground
units except for AA and air defense units. When they bomb a victory hex,
located in a city, port, or airfield, they inflict prestige damage on the enemy and
have a significant chance of destroying its usefulness (which is represented in
the game when it converts to neutral ownership). Only dismounted infantry can
recapture/repair a neutralized city, port, or airfield.
The destroyer class consists of destroyers, destroyer escorts, patrol craft, and
torpedo boats. Destroyer class units are the only naval units able to attack submarines, and always attack first against submarines they attack during their
turn, but are easily destroyed by capital ships. Use screens of destroyer class
vessels to protect heavier ships from submarines. Together with tactical
bombers, they can form effective sub-killer task groups.
Capital ships can
make ranged
attacks on ground
units, and can
move and shoot in
either order.
Tactics Checklist
Remember that in ALLIED GENERAL:
♦ Clicking activates buttons and units in hexes.
♦ Clicking on a unit makes it ready for orders.
♦ All buttons appear along the sides of the screen, and button descriptions
appear in the top center section of the screen when you pass the mouse
cursor over them.
♦ When a unit attacks, it uses one unit of ammo. When it’s out of ammo, it can’t
attack another unit, and must resupply (when not adjacent to an enemy unit).
♦ Cities secondary to your battle objectives should only be attacked if in the
direct path of your units. On the other hand, in later scenarios, risking units
to capture other cities gains you more prestige points.
Sea Transport
Sea transport is extremely important in amphibious invasion scenarios. Sea
transport is non-organic transport which allows ground units to embark at
friendly port facilities or coastal cities and disembark in any unoccupied coastal
hex. See the “Sea Embarkation” section on page 25 for more information. Note
that sea transports should be protected by naval and air covering forces because
they are highly vulnerable to enemy naval units and, to a lesser extent, to
enemy tactical bombers.
The submarine class can be deadly against enemy heavy naval units because
destroyer class naval units and tactical bombers are the only units that can
attack them. Submarines always shoot first when they attack during their turn.
When submarines are attacked, they are often able to evade the attack by
maneuvering or submerging.
♦ All units have movement points which are expended as the unit moves. Each
hex costs a number of movement points, based on the type of terrain entered.
When you select a unit the legal hexes that unit may move to are highlighted.
When you move units across rivers without using available roads or crossings, all movement points for those units are used.
♦ Replace weakened units even when they are close to enemy positions. It’s
better to suffer loss than annihilation.
♦ Mount units which have transports whenever possible, but be sure there is
armored protection close by. A given unit can only embark on a naval transport at a port or coastal city. Only infantry, light artillery, and light anti-tank
units may use air transports at an airfield. Embarking or disembarking a unit
can only be done at the beginning of the unit’s turn. Naval transport units can
disembark into an adjacent land square, air transport can only disembark at
airports, while paratroopers can disembark anywhere. Disembarking ends
the unit’s turn.
♦ Replacements, Disband, Upgrade, and Elite Replacements can only be
done at the beginning of the unit’s turn. If any of these options are chosen,
the unit’s turn ends.
♦ Abort Move returns a unit to pre-order status, and cannot be used after the
unit has acted by attacking, resupplying, receiving replacements, and so on.
Right-clicking after moving a unit ends that unit’s turn.
♦ Keep in mind that in the second battle of the 1940 North Africa campaign
(the battle of El Agheila), aircraft units are available and are necessary for an
Allied success.
• Even though the “expected losses” may not be in your favor, you may still
need to sacrifice some of your unit strength to achieve your goals. This is
especially important when attacking enemy units with high entrenchment
levels. Even though the attack may not be effective, the enemy entrenchment
level decreases by at least one point, and is more vulnerable the next turn.
♦ The enemy cannot place newly-purchased units around one of its cities if you
have a unit adjacent to that city.
♦ Surround centers of resistance such as cities and strike deep beyond them to
force the enemy to mobilize and defend its rear areas. This makes the
bypassed cities easier to take than if you wore yourself down in an immediate
direct assault on them. Placing troops next to the city prevents the enemy
from building more units there.
♦ Use the Strategic Map to select good avenues of attack, preferably open tank
country with few obstacles the enemy can use as defensive positions to hold
up your advance.
♦ Organize your forces into objective-oriented battlegroups and, if necessary,
separate city garrison units. Battlegroups should combine units with compatible movement speeds.
♦ Start each battle with a plan to deal with issues of naval and air superiority.
♦ Good siege tactics against heavily-entrenched troops are to bombard them
with artillery to weaken their entrenchments, and to place friendly infantry
units adjacent to the defending unit to prevent it from “replacing” its losses.
When it is sufficiently weakened, the infantry units attack the defending unit,
destroying it or forcing it to retreat. The city can then be occupied or captured
by an infantry unit (or a tank, AT, or recon unit — artillery units cannot capture cities). It is very dangerous to try to attack cities with tank units, as they
often suffer crippling losses in such unfavorable terrain for tanks. Tank units
work best in the open against enemy infantry, cavalry, artillery, and tank units.
What is a “Zone of Control”?
Though it occupies a single hex on the map, each unit makes its presence felt in
the six hexes surrounding its location by exerting a zone of control. ALLIED
GENERAL uses what are called a ‘hard’ zones of control: Enemy unit that enter a
ZOC en route to another destination are forced to stop.
There are three distinct sectors in which a unit can exert a ZOC: aerial, terrestrial, naval. A ZOC can be visualized as a planar object; a ZOC extends only
horizontally, not vertically.
Ground units cannot move through the ZOC of another ground unit. Ground
units can move through the ZOC of an air unit, since that air unit doesn’t radiate
a ZOC in three dimensions. The same relationship applies to an air unit’s moving through the ZOC
Air units cannot move through the ZOC of another air unit.
Why would I upgrade a unit
instead of just buying a new one?
Upgrading has several advantages:
♦ The unit retains all of its experience points, because you are provided those
experienced troops with the same sort of equipment, just superior.
♦ The unit retains its strength points, including overstrength (strength values
greater than 10).
♦ The unit receives a full supply, i.e. maximum ammo and maximum fuel.
Why would I choose to abandon organic transport
when the game doesn’t force me to?
♦ The more expensive the unit, the more expensive it is to replace troops.
Organic transport increases the prestige cost of a unit.
♦ A less expensive unit becomes less attractive to the AI, which selects targets on the
basis of total probable damage caused, weighted by the prestige cost of the unit.
Example: The AI has two targets within attack range, both targets of strength 10: a
GB Inf 39 (Cost: 40) and a GB Inf 39 with GB 3Tn Lorry transport (Cost: 60; 40+20
for the transport). The unit with the organic transport is not mounted, and both
units on the same type of terrain; thus they will defend at the same strength. The AI
will choose the GB Inf 39 with Lorry transport because the attack will exact a
greater price in prestige terms; the replacement cost for the defender will be greater.
Why would I want to disband units?
♦ Each player has a maximum number of unit slots that can be filled (“Unit
Slots Free”). When these slots are all full, the player must disband a unit to
free up a slot to purchase a new unit. You could upgrade a unit without having to free up a slot, but you can upgrade only within that unit’s class. You
could not, for instance, upgrade a tank unit to a tactical bomber.
♦ Weak units (low strength) are juicy targets for the enemy, and provide an easy
opportunity to gain experience. You can deprive your opponent of that opportunity.
♦ Auxiliary units that are no longer useful can be abandoned so that they don’t
need to be dealt with each turn.
Do I get Prestige Points for disbanding units?
♦ No, there is no prestige rebate for discarding a unit.
How much does it cost to furnish
a unit with replacements?
♦ Not all replacements are created equal; the greater the cost of the unit, the
greater the cost of each strength point replaced. There is a direct linear relationship between the cost of points replaced and the cost of the unit.
♦ Elite replacements cost four times as much regular replacements, but don’t
dilute the experience of the unit.
Why would I ever want to buy a recon unit?
They seem to be about as useful as a broken tank.
♦ True, the assault capabilities of recon units are limited, and they cannot withstand attacks well. The key advantage of recon is their ability to provide
information about the Battlefield:
1) Their greater spotting radius allows recon units to surmise the presence of a distant enemy unit.
2) Recon units can move more hexes per turn, and later models usually are betteradapted to a wider range of terrain.
♦ Use your recon to spot hidden units:
1) Before you move expensive and vulnerable units into uncharted territory. An
infantry on a truck that gets ambushed is going to be expensive to repair.
2) Before you send a bomber to a target that could have unspotted air defense.
3) Before you assault a city that could have unspotted artillery.
♦ Recon units are also especially useful for “mop-up” operations: While your
more powerful units carry on the assault, recon units can demolish crippled
enemy units.
♦ There are aircraft that have spotting ability on par with and superior to that
of recon units. Planes, however, are usually much more expensive to acquire
and to replace.
Lead your troops
to victory and
gain prestige.
Sometimes I can move the target sight over an
enemy unit, but I can’t launch an attack. Is this
some form of digital insubordination?
♦ The target sight signifies that the mouse is over a legitimate target; however,
you cannot launch an attack because you have no ammo or if the weather
won’t allow an aerial attack. You need to supply the unit before you can attack
again (or for aircraft, wait for the weather to clear). Note that supply is the only
action that unit can take this turn; it may be better to make a discrete retreat.
What is “Close Defense”?
♦ In standard situations, the nature of the aggressor determines the type of
defense that a unit will use. When ambushed (‘Surprise Contact!,” “Out of the
Sun!,” “Rugged Defense!”), the best that a unit can muster is a close defense,
usually a fraction of the unit’s normal defensive capacity.
The ground seems to be able to assume a wide array
of colors. What benefits, beyond mere aesthetics,
can be derived from these states?
♦ The color of the ground indicates the level of moisture that it has absorbed.
Some of the vehicles have inaccurate fuel ratings, lower than
they should be. How can I correct this error?
♦ Fuel represents maintenance and fuel; units that historically broke down
often have lower maximum fuel ratings to reflect this tendency.
Sometimes I move one of my units into an enemy city and I don’t
capture it. Why is this?
♦ The ground can be dry, muddy, or frozen.
♦ The weather affects the ground’s wetness: rain increases wetness and fair
weather diminishes wetness by two points and overcast weather decreases
wetness more slowly.
♦ Aircraft cannot attack during rain or snow storms.
♦ Only infantry, tank, anti-tank, and recon units can capture cities.
♦ Only infantry units can reclaim cities that have been subject to strategic
bombing and thereby stripped of their nationality.
Technical Lead
Additional Programming
HCL Chief Architect
HCL Programmers
Art Director
Additional Art Direction
Lead Artist
Additional Art
Music Composition and Arrangement
Voice Talent
Executive Producer
Associate Producer
Production Manager
Michael Fullerton
Anthony L. Farmer,
Michael Fullerton, Brian Hales,
Ed Smith, Jeremy Werner,
Heiser Hales
John Cooper, Brendan Creane
Associate Producer
Game Design
Campaign Game Design
Scenario Design
Michael Fullerton
Ed Smith, Brian Hales,
Anthony L. Farmer
Mitch Pergola
Charles London
John Weir
Leonard G. Fisher, Charles London,
Mitch Pergola, John Weir
Laura Levy
Jonathan Korman
SSI Special Projects Group
Bret Berry, John Eberhardt,
Chuck Kroegel, Michael Kroon,
John Ross
Jonathan Kromrey
Mark Whisler
Data Manager
Caron White
Test Manager
Glen Cureton
Test Coordinator
Rick White
Lead Tester
John Cloud
Product Testers
Joel Billings, Dion Burgoyne,
Kelly Calabro, Cyrus Harris,
Mike Hawkins, Anthony Hobbs,
Richard Wagenet
Additional E-Mail Testers
Steve Byrum, Clint Derby,
Steve Murphy, Gerry Penaflor,
Matt Shussett
Graphic Design and DTP
Dave Boudreau, Leedara Zola
Brett G. Durrett
Chris Perry
Rick Martinez
Manual Editor
Steve Kirk
Wally Fields, Josh Pollock,
Alexander Van Frank,
Linc Wilmerdinck
Carl Norman
Mitch Pergola
Special Thanks:
Special Thanks:
Denise Wendler, Melissa Farmer, The Green Tongue, The Mermen,
Beth Froelicher, Kamla Sundquist, Margret Meyer, The Elixir of Life,
Catharine Clune, Zachary’s Pizza, Lori Orson, Dan Perry, Sarah Moraga,
Rick Martinez, Berkeley Parking Authority, Alan Knapp
C. Peabert Perry, Fish and the Leadeaters, Paul Murray, Dave Jensen,
Keith Brors, Ralph Thomas, Lee Crawford, André Vrignaud, Josh Cloud,
Jason Dawdy, Jeff Shotwell, James Young
Allied General was designed and implemented using the Halestorm Class Library.
The HCL is written in C++, and provides a platform-independent interface for developing simultaneous Windows and Macintosh multimedia and game applications.
Strategic Simulations, Inc. (“SSI”) warrants that the media on which the enclosed program is recorded will be free from
defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the
media prove defective in any way, you may return the media to Strategic Simulations, Inc., 675 Almanor Avenue,
Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the media free of charge. In addition, if the media prove
defective at any time after the first 30 days, return the media to SSI and SSI will replace the media for a minimum charge of
$10.00 plus $4.00 for shipping and handling. California residents, add applicable sales tax.
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prior written consent from SSI. The program accompanying this rule book may be copied by the original purchaser only as necessary for use on the computer for which it was purchased.
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
1995 Strategic Simulations, Inc. All Rights Reserved.
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Should you have defective media, please return the disk or CD only (keep all other parts of the game) to our Customer Support
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